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Everything posted by wackyserious
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Maybe a raider type hero, similar to Brennus of the Gauls (+10 metal loot per enemy killed)
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- millenium a.d.
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Erik the Red or Leif Ericsson? Since both are characteristically considered as explorers/colonizers, therefore having similar hero bonuses. We could keep Erik and drop Ericsson, since Erik's settlement stood longer than his son's, and that he had more combat experience..
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I think he is a better candidate, since he participated in conflicts against three of our mod's factions (Umayyads, Franks and Anglo-Saxons) He fought against Alfred the Great and Charles the Bald (reigning emperor of West Francia when Paris was besieged) We can keep the other heroes as campaign heroes available via Atlas
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I propose that we include the Norse viking chieftain Hastein to the hero unit roster. - 859-862 AD, Said to have raided in Spain and the Mediterranean together with Bjorn Ironside, fought against the Kingdom of Asturias and the Umayyads in Spain, raided several Italian cities (Including the City of Luna, where he feigned that he was dying and wanted to convert to Christianity, as a premise to enter the city. he was accepted inside the settement, together with some of his men, and after entering the church, he stood up from where he was laid down, and started the raid of the city. This event might be familiar to those who have watched History's Vikings, but it was Ragnar Lothbrok that was depicted in the show and not Hastein) - 866 AD, fought together with the Duchy of Britanny against the Franks in the Battle of Brissarte, which resulted the death of Robert the Strong (Father of Odo of France, the defender of Paris against the Viking raiders) - 892 AD, Raided in England and fought against the Anglo-Saxons during Alfred the Great's reign, present at the Battle of Buttington
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First clan match ever in 0.a.d (to my knowledge)
wackyserious replied to Mr.Monkey's topic in General Discussion
I don't really have nice ideas on which topics to include since I don't really play online matches, but maybe wowgetoffyourcellphone and causative were right regarding my suggestion. Maybe a main forum would be nice once online players starts flocking the forums. I don't have any idea on how many online players join and visit the forums frequently, I just thought that it would be easier for them to have a specific discussion area here in the forums, since the general discussion and ideas forum is quite busy, and multiplayer related posts might get overlapped. -
First clan match ever in 0.a.d (to my knowledge)
wackyserious replied to Mr.Monkey's topic in General Discussion
A multiplayer subforum in the general discussions & ideas section would also be nice, so that players online can easily navigate the forums. -
Nice, and oh, please don't forget to include the one I suggested before.. "The toggle/hide actor/entities button" It will be very useful to map makers. I believe someone from the team was interested in applying it to the Atlas UI
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Maybe we should also post map making techniques, terrain painting style and map design ideas here, or we can create a separate thread for it.
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Problem with object_color variants in unit actor.xml
wackyserious replied to wackyserious's topic in Bug reports
Ahh, I see.. Thank you for clarifying it, so it was intended It is not really that bothersome for me, as it can be fixed by proper variant naming, I just hope that other modders/players can read this post too, so that they won't fall victim to the confusion caused by this crucial game behavior. -
In my SVN game copy, the engine automatically matches similarly named object_color variants when spawning units (I'm not sure if this was intentional, or if it is a bug) Ex. Unit actor file units/rome/infantry_spearman_b.xml uses object_color and had a color variant While, prop actor file props/units/shields/rome_scutum_b.xml also uses object_color and had a similarly named color variant Every time the game spawns a unit variant, it will always spawn a variant that combines the two similarly named variant, and ignores other color variants. So you will only see, white colored spearmen with white shields. The game will never spawn red colored spearmen with white shields or vice versa. A working solution would be to name the actor color variant shirt-white, and the prop color, shield-white, avoid similarly named variants (I believe that it had something to do with similarly named color variants) I'm not sure if this problem is endemic only to my game copy, or if it also occurs in others, you can try and test it
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I believe it is possible, you can also try adding flora/bush entities in between the tree gaps, it adds flavor to the forested areas. Tho, too much flora can cause performance issues.. (The maps that I made had thick forests, makes the map more alive but sacrifices performance, not ideal for 0AD standard maps) You can also try adding/hiding apple trees inside the forested areas (To simulate foraging)
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If possible, I want the Gergovia map to look very similar to the image I posted above, and be clear of any pre-placed defensive structures. Player 01 will occupy the plateau, where the oppidum is located, while Player 02 occupies the area where the Roman camps are located. I want it to be a Skirmish type of map and not a scenario one, so that you can also play/simulate the match into a different setting/scenario, i.e. civil war between different Gallic tribes.
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===[TASK]=== Differentiating Britons and Gauls
wackyserious replied to Mythos_Ruler's topic in Official tasks
A more Northern-looking (Belgae?) Celts (Long-sleeved clothing that extends down, just above the knee) -
Yes, please re-implement the Generic-Hellenes civ/faction
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===[TASK]=== Differentiating Britons and Gauls
wackyserious replied to Mythos_Ruler's topic in Official tasks
Photo-stitched 0AD unit skins (Texture files included below) Front (Custom player colors) Back (Default 0AD player colors) No cape prop Zoomed-out .PNG files -
Battle of Gergovia - 52BC Skirmish (2) http://www.gergovie.fr/htmfr/gergovie.html
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LEGAL WAIVER: Please read this before contributing
wackyserious replied to Jeru's topic in Art Development
I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license. -
I agree, faction names should stay politically inclined and not based on culture.
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Unfortunately, I cannot. I don't have the software right now, I unistalled Blender, plus I'm still not very familiar with 3D graphics softwares..
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===[TASK]=== Differentiating Britons and Gauls
wackyserious replied to Mythos_Ruler's topic in Official tasks
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Prop proposal for the Anglo-Saxons/Norse/Etc. The purpose of this prop would be to show the ownership of a certain building via player_trans shields + spears combined as a single prop.
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[Scenario] Western Mediterranean (5)
wackyserious replied to Palaxin's topic in Scenario Design/Map making
This will need a lot of geographical research, important landforms like the Pyrenees and the Alps has to be depicted in the map, same with the important rivers and waterways. -
===[COMMITTED]=== Seleucid Structures
wackyserious replied to LordGood's topic in Completed Art Tasks
The building set is almost complete, it looks awesome when you put it together. *passion-for-city-building-intensifies.. -
This looks like a nice map to play once it is finished! I've always wanted to play in maps like this, maps with clear choke points and interesting landforms. In the final stages of dev. you can also try to tweak the settings in the Atlas environment tab (Sun settings, terrain/object ambient color, water color, fog, etc.)